﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.BuiltinShaderType
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>Built-in shader types used by Rendering.GraphicsSettings.</para>
  /// </summary>
  public enum BuiltinShaderType
  {
    /// <summary>
    ///   <para>Shader used for deferred shading calculations.</para>
    /// </summary>
    DeferredShading,
    /// <summary>
    ///   <para>Shader used for deferred reflection probes.</para>
    /// </summary>
    DeferredReflections,
    /// <summary>
    ///   <para>Shader used for legacy deferred lighting calculations.</para>
    /// </summary>
    LegacyDeferredLighting,
    /// <summary>
    ///   <para>Shader used for screen-space cascaded shadows.</para>
    /// </summary>
    ScreenSpaceShadows,
    /// <summary>
    ///   <para>Shader used for depth and normals texture when enabled on a Camera.</para>
    /// </summary>
    DepthNormals,
    /// <summary>
    ///   <para>Shader used for Motion Vectors when enabled on a Camera.</para>
    /// </summary>
    MotionVectors,
    /// <summary>
    ///   <para>Default shader used for light halos.</para>
    /// </summary>
    LightHalo,
    /// <summary>
    ///   <para>Default shader used for lens flares.</para>
    /// </summary>
    LensFlare,
  }
}
